﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Worms3003
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        #region atributos
        #region enum de estados
        public enum Estados
        {
            introducao,
            jogo,
            creditos
        }
        #endregion
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Estados estados;
        States introducao;
        States jogo;
        States creditos;
        public static KeyboardState oldkeystate;
        #endregion

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            estados = Estados.introducao;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            introducao = new States(Content.Load<Texture2D>("introducao"), new Vector2(0f, 0f), 800, 600,
                                    Content.Load<SpriteFont>("Verdana"), "introducao", new Vector2(0f, 0f), Color.Red);
            jogo = new States(Content.Load<Texture2D>("jogo"), new Vector2(0f, 0f), 800, 600,
                              Content.Load<SpriteFont>("Verdana"), "jogo", new Vector2(0f, 0f), Color.White);
            creditos = new States(Content.Load<Texture2D>("creditos_worms"), new Vector2(0f, 0f), 800, 600,
                                  Content.Load<SpriteFont>("Verdana"), "creditos", new Vector2(0f, 0f), Color.Blue);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            KeyboardState keyboard = Keyboard.GetState();

            switch (estados)
            {
                #region introducao
                case Estados.introducao:
                    {
                        if (keyboard.IsKeyDown(Keys.Enter) && !oldkeystate.IsKeyDown(Keys.Enter))
                            estados = Estados.jogo;

                        break;
                    }
                #endregion

                #region jogo
                case Estados.jogo:
                    {
                        if (keyboard.IsKeyDown(Keys.Enter) && !oldkeystate.IsKeyDown(Keys.Enter))
                            estados = Estados.creditos;

                        break;
                    }
                #endregion

                #region creditos
                case Estados.creditos:
                    {
                        if (keyboard.IsKeyDown(Keys.Enter) && !oldkeystate.IsKeyDown(Keys.Enter))
                            estados = Estados.introducao;

                        break;
                    }
                #endregion
            }

            oldkeystate = keyboard;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin();

            switch (estados)
            {
                case Estados.introducao: introducao.Draw(spriteBatch); break;

                case Estados.jogo: jogo.Draw(spriteBatch); break;

                case Estados.creditos: creditos.Draw(spriteBatch); break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
